Games MDA
MDA: A formal approach to Game Design and Game Research
This whole article overviews the entire process of the MDA framework
(Mechanics, Dynamics, and Aesthetics). What we understand from MDA is that it
is a very formal approach to understanding games in general. This is attempting
to bridge together the gap between game development, game design, game criticism
and technical research. Using methodology this process of understanding this bridge
between the parties will make it easier for everyone else to understand what is
going on. We need to know the difference between these parties so when it comes
to creating the game everyone knows what their roles and responsibilities are
making this easier to get design ideas across. Each role for parties has a
different job.
· Game Designers- They are the ones who
design the world for the players. This is what the player sees whist playing
the game, the interaction they have with it. Whatever a player does in the
world this should affect the world and that is what a game designer carries out
· Game Development- This is everything
behind the game, not what the player sees. This is the skeleton of the game,
how the game runs and how everything for the player to move etc, is done
through coding.
It also went onto describe aesthetic and Dynamic modes. Aesthetic
is how the player feels in the game this brings in emotions as the player plays
the game. Dynamic is what creates this aesthetic mode. It needs the player to
do something to create these emotions.
Design, Dynamics,Experience (DDE)
MDA has been criticised massively over the years that it has
been around. It has been criticized due to its weakness that it may not be
fitting for every game. But there have been many other frameworks brought out for
the other games that would not fit into the MDA game category. In this article
it went over multiple different frameworks that could work for various types of
games highlighting the three major concepts that you need to have a functional framework.
But what I got form this article is that not all frameworks work for every game,
for instance there is no right or wrong answer when talking about MDA is really
personal preference as to what you think works. It also went over the player subject
which the DDE framework will help on improving the players experience in the
game. It also introduced us to the word Antagonist which kind of combines this
idea of game challenges and narratives and puts them into one. This meaning
that DDE is a very important part to design overall.
When you design a new game, it is important to look at other
games for inspiration and look at other games to see what worked well in that
game to make it so successful. Its important to break down the game into MDA
taking aspects from whatever game you are looking at and applying to the game
you are developing. Mechanics are the rules and basic actions in the game that
control how the game behaves. The bare bones of the game. Not all actions have
to do with the player it can also to do with the world. Combining these it will
create the dynamics. The dynamics several mechanics and it makes the dynamics
of the game. Aesthetics is again the emotional side of the game which can be
link to dynamic. Sensation could be one because it evokes fear, stress joy and
that is just one example the video gives more examples. So mechanics dynamics
and aesthetics all link in with each other in some way shape or form.
Its good to look at this to understand what type of player
experience that you want your player to experience .
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